Original Post
Hello. I don't understand how GLSL is used in large applications. I have been building my shader up, to be an awesome shader I can use for anything. I was going to have it where I could pass in uniforms telling it what it needs to do at certain times. I had planned to have it all set up for multitexturing, 3 lights at a time that could be directional, point, or spotlight, normal mapping, parallax mapping, fog, and so on. I have been working on it loosely for the past couple days, but I have hit a road block. Currently it has the capabilities for mixing 2 textures, applying 2 textures as decals, and 1 light that can be a directional, point, or spot light. When I was expanding it to have capabilities for three lights at a time, it failed. I found out this was because I have too many varying variables. How do the big games make it all come together in their shaders? I can provide my shader code if needed, for critiquing if anybody is willing. I am probably just thinking about the whole thing completely wrong, though. Can anybody help me?